Street Fighter 3: 3rd Strike/Yang/Archive

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< Street Fighter 3: 3rd Strike‎ | Yang
Revision as of 01:59, 26 May 2021 by Zelrose (talk | contribs) (Cleaning up the ProConTable wording & fixing a typo.)
Yang's Character Select Portrait
Yang's Neutral Stance

Introdution

Strengths Weaknesses
  • Great mobility with his super jump, fast walk speed, variable divekicks, and a command dash
  • Great pressure with quick light and medium buttons, fast walk speed, and rekka mixups
  • Good mixup game with his kara-throw, command grab, and his 2 overheads
  • Great corner carry with rekkas
  • Low health, meaning you can afford less mistakes than other characters
  • Relatively short normals, with his longer ones being slow, punishable, or nonconvertible
  • No good conversion from light attacks without meter (EX rekkas or supers)

Specific Character Information

  • Stamina: 1020
  • Stun Bar Length (pixels): 64 (Normal)
  • Stun Bar Recovery (frames it takes to recover 1 pixel): 24th frame
  • Taunt: Increases damage for the next hit/combo by 31.3% and increases damage for the next throw by 6.3%. One taunt is the maximum.
  • Best Kara-Throw: (Roundhouse) HK
  • Standard Throw Range (pixels): 18
  • Kara-Throw Range (pixels): 31
  • Dash Forward (frames) / Moving Distance: 23 / 2
  • Dash Backward (frames) / Moving Distance: 27 / 2/5
  • Normal Wake up (frames): 57
  • Quick Stand (frames): 41

Character Colors

  • Jab: Default
  • Strong: Blue
  • Fierce: Orange
  • Short: White and Red
  • Forward: Silver
  • Roundhouse: Violet
  • Jab + Forward + Fierce: Black

Moves List

Throws

Hiza Geri Lp.png+Lk.png
Youhon Shiun F.png+Lp.png+Lk.png
Monkey Flip B.png+Lp.png+Lk.png

Command Moves

Koushu Close F.png+Hp.png
Senpuu Kyaku F.png+Mk.png
Raigeki Shuu Air Df.png+K.png

Special Moves

Tourou Zan Qcf.png+P.pngx3 EX
`on EX Version can be do x5
Senkyuutai Qcf.png+K.png EX
Byakko Soushouda Qcb.png+P.png SC
Byakko Soushouda-fake Qcb.png+^U
Zenpou Tenshin Close Hcb.png+K.png
Kaihou Dp.png+K.png

Super Arts

I Raishin Mahhaken Qcf.pngQcf.png+P.png 120 Gauge Dots 1 Stock 3.0 EX Uses
II Tenshin Senkyuutai Qcf.pngQcf.png+K.png 104 Gauge Dots 2 Stocks 5.2 EX Uses
III Sei'ei Enbu Qcf.pngQcf.png+P.png 64 Gauge Dots 1 Stock 1.6 EX Uses

Target Combos

Mp.pngcMp.png
Air forwardMk.pngDf.png+Mk.png
Mp.pngcHp.pngB.png+Hp.pngSC
Lk.pngcMk.pngHk.png

Move Analysis

  • All those sprites are taken from the site http://www.zweifuss.ca/
  • All Framedatas in "Move Analisys" section are taken from Game Restaurant , this means the Framedata isn't from the Dreamcast version like Karathrow site, it's from Arcade version.

Please note that the images show in this section are for the 1st frame it hits, so this means the opponent is taking the hit in the image shown on the move. I use the 1st frame of every move (except taunt, dash, jump, wakeup and 2nd throw image sprites) because you will see the maximum range of every attack (mostly of the attacks). Note also that those images are ACCURATE, they are exactly the first frame it hits, so enemy takes damage but they still dont make the "pain" frame.

General

  • Move: Move name
  • Motion: What you must do to execute the move
  • Damage: Damage it does (in pixels)
  • Stun Damage: Stun Damage it does (in pixels)
  • Chains into itself: If you can combo into the same movement
  • Special Cancel: If you can cancel the move into a Special Move
  • Super Cancel: If you can cancel the move into a Super Art
  • Throw Range: Range of the throw (in pixels)
  • Num.: Super Art number
  • Super Art: Super Art name
  • Super Art Stock: Number of Gauge Bars the Super Art have, also the lenght of each bar (in pixels)

Frame Data

  • Startup: Number of frames it takes to start the move
  • Hit: Number of frames that can hit the opponent
  • Recovery: Number of frames it takes to recover from the move
  • Blocked Advantage: Number of frames you are in advantage/disvantage after opponent have been blocked the hit
  • Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit
  • Crouching Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit while he's crouching
  • + # : You have # frames of advantage
  • - # : You have # frames of disvantage
  • # ~ # : Advantage/disvantage can vary from # to #
  • Down: Enemy gets knocked down
  • Guard: How opponent must guard the move, High (H), Low (L) or both (HL)
  • Parry: How opponent must parry the move, High (H), Low (L) or both (HL)

Gauge Increase

  • Miss: Gauge you gain if you miss the move (in pixels)
  • Blocked: Gauge you gain if the move gets blocked (in pixels)
  • Hit: Gauge you gain if you hit the opponent with the move (in pixels)
  • Parry: Gauge opponent gains when he parry the move (in pixels)

Basic Moves

(yangdf).gif
Move Start-up frames In ground frames In air frames Recovery frames Total frames
Dash Forward 3 8? - 6? 23

Comments here


(yangdb).gif
Move Start-up frames In ground frames In air frames Recovery frames Total frames
Dash Backwards 2,5 4? - 6? 27

Comments here

(yangbjump).gif
(yangjump).gif
(yangfjump).gif
Move Motion Startup Frames
Jump BU or U or FU 3

Comments here


Move Motion Startup Frames
Super Jump DBU or DU or DFU 5

Comments here


(yangw).gif
Move Motion Frames
Normal Wakeup - 57

Comments here


(yangtw).gif
Move Motion Frames
Quick Stand Tap D when hitting the ground 41

Comments here


(yangt).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Taunt HP+HK 5 0 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
21 10 27 ? ? ? HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
4(6) ? ? 4

Comments here


(yanghparry).gif
(yanglparry).gif
Move Motion
Parry (High) Tap F when about taking a hit
Parry (Low) Tap D when about taking a hit
Parry (Air) Tap F in air when about taking a hit

Frame Data

Move Frames you're frozen Frames opponent is frozen Frame Advantage when parry is successful Frames before you can try another parry
Parry (High) 16 16 +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 24(19 when attack comes from the air)*,**
Parry (Low) 16 16 +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 24(19 when attack comes from the air)*,**
Parry (Air) 16 16 +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 21(19 when attack comes from the air)*,**
* (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately)
** (If another attack connects within 2 frames of your parry, it will automatically be parried)

Gauge Increase

Move Gauge Increase
Parry (High) 4***
Parry (Low) 4***
Parry (Air) 4***
*** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multihit attack)

You can buffer any motion during High or Low parry, but NOT during Air parry, also parry resets the juggle count (and thus resets all scaling).

  • Parry information is taken from Shoryuken Forums, more exactly, from user JinraiPVC. Thanks for this information dude

Normal Moves

Standing Normals

(yanglp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Far Jab LP 20(3 life points) 3 Yes Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
3 2 6 +4 +4 +4 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(yangmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Far Strong MP 50(8 life points) 5 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 4 12 -2 -1 0 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 5 10 4

Comments here


(yanghp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Far Fierce HP 120(16 life points) 15 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
9 6 12 -5 -3 -1 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 9 18 4

Comments here


(yangclosemp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Close Strong (Close to opponent) MP 55(9 life points) 5 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 3 7 +6 +7 +8 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 5 10 4

Comments here


(yangclosehp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Close Fierce (Close to opponent) HP 100(21 life points) 14 No Yes No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 3 13 -2 -1 0 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 8 17 4

Comments here


(yanglk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Short LK 30(5 life points) 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
3 3 6 +2 +2 +2 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(yangmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Forward MK 80(14 life points) 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
9 3 15 -4 -3 -2 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 5 10 4

Comments here


(yanghk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Roundhouse HK 100(17 life points) 11 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
14 3 22 -8 -6 -4 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 9 18 4

Comments here

(yangclosemk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Close Forward (Close to opponent) MK 80(14 life points) 9 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 3 15 -2 Down Down HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 5 10 4

Comments here

Jumping Normals

(yangjlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Jab (Air) LP 40(7 life points) 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 Until landing - -4~+7 -4~+7 +2~+7 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(yangjmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Strong (Air) MP 80(14 life points) 9(11 if neutral jump) No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
3 6(7 if neutral jump) - -2~+10 +5/+6~+10 +5/+6~+10 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 5 10 4

Comments here


(yangjhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Fierce (Air) HP 100(17 life points) 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 4 - -2~+10 -2~+10 +5~+10 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 9 18 4

Comments here


(yangnjhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Neutral Jump Fierce (Air) HP 120(21 life points) 15 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
8 5 - +4~+10 +4~+10 +9~+10 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 9 18 4

Comments here


(yangjlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Short (Air) LK 40(7 life points) 5 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
3(4 if neutral jump) 12 +1~+7 +1~+7 +6~+7/+7 - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(yangjmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Forward (Air) MK 70(12 life points) 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 7 - -3~+10 -3~+10 +5~+10 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 5 10 4

Comments here


(yangnjmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Neutral Jump Forward (Air) MK 70(12 life points) 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 7 - -3~+10 -3~+10 +5~+10 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 5 10 4

Comments here


(yangjhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Roundhouse (Air) HK 110(19 life points) 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 5 - 0~+10 0~+10 +5~+10 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 9 18 4

Comments here


(yangnjhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Neutral Jump Roundhouse (Air) HK 110(19 life points) 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 5 - -1~+10 -1~+10 +4~+10 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 9 18 4

Comments here


(yangoh).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Universal Overhead MP+MK 40(7 life points) 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
15 10 5 -5~+7 0~+8 +1~+9 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

Throws

(yanghg).gif
Move Motion Damage Stun Damage Throw Range Kara-Throw Kara-Throw Range
Hiza Geri LP+LK 160(40x6)(27 life points) 18(3x6) 18 S.HK / S.LK / F.MK / Far S.HP / Close F.HP 31 / 28 / 26 / 22 / 22

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - LP+LK -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 12(6x2)

Comments here


(yangyst).gif
Move Motion Damage Stun Damage Throw Range Kara-Throw Kara-Throw Range
Youhon Shiun F+LP+LK 120(21 life points) 11 18 S.HK / S.LK / F.MK / Far S.HP / Close F.HP 31 / 28 / 26 / 22 / 22

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - F+LP+LK -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 7

Comments here

(yangmf).gif
Move Motion Damage Stun Damage Throw Range Kara-Throw Kara-Throw Range
Monkey Flip B+LP+LK 120(21 life points) 11 18 S.HK / S.LK / F.MK / Far S.HP / Close F.HP 31 / 28 / 26 / 22 / 22

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - B+LP+LK -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 7

Comments here

Crouching Normals

(yangclp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Jab D+LP 20(3 life points) 3 Yes Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
3 2 6 +4 +4 +4 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(yangcmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Strong D+MP 70(12 life points) 5 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 2 11 +2 +3 +4 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 5 10 4

Comments here


(yangchp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Fierce D+HP 110(17 life points) 8(2 hits) No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
8 7 12 0 +1 +2 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 8 17 8(4+4)

Comments here


(yangclk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Short D+LK 30(5 life points) 3 Yes Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 1 8 +2 +2 +2 L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(yangcmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Forward D+MK 50(8 life points) 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 2 13 -1 0 +1 L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 5 10 4

Comments here


(yangchk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Roundhouse D+HK 90(16 life points) 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
10 3 20 -7 Down Down L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 9 18 4

Comments here

Command Normals

(yangfmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Senpuu Kyaku F+MK 80(14 life points) 11 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
19 6 8 -1 0 +1 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 3 7 4

Comments here


(yangjdk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Raigeki Shuu Air D+MK 70(12 life points) 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6/6/8 Until Landing - +1 +2 +3 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 3 7 4

Comments here


(yangfhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Koushu F+HP 120(21 life points) 15 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
9 6 12 -5 -3 -1 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 5 13 4

Comments here

Target Combo

Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Target Combo Jump MK -> Jump DF+MK 70+30 9+3 No/No No/No No/No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
- - - - - - HL/HL H/H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2+? 5+1 10+1 8(4+4)

Comments here

Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Target Combo Close LK -> Close MK -> Close HK 30+50+60 3+5+9 No/No/No Yes/No/No Yes/No/No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
3 - - -4/0 -3/+1 -2/+2 HL/HL/HL HL/H/H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0+? 1+1 2+1 12(4+4+4)

Comments here

Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Target Combo Close MP -> Close HP -> Close B+HP 55(50 Far)+50+60 5+5+7 No/No/No Yes/No/No(Close) No/No/No(Far) Yes/No/Yes(Close) No/No/Yes(Far)

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 - - -5/-2 -3/Down -1/Down HL/HL/HL H/H/H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2+? 5+1 10+1 8(4+4)

Comments here

Special Moves

Please note that in this section you will see mainly 3 images for the special moves, this means the image on the left its done with LP (or LK), the image on the center its done with MP (or MK), and the image on the right its done with HP (or HK). Also its the same "rule" as the sections above, its the 1rst frame it hits for every of the moves.

(yangbsd).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Byakko-Soushouda QCB+P 150(100)(26 life points) 19(14) 21(15) Yes

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Byakko-Soushouda 21 13 10 -17 Down Down HL HL

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Byakko-Soushouda 3 7 15 4

Comments here

(yangtrz).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Tourou-Zan (Jab) QCF+LP x 3 30+35+90(150 if hits)(5 life points) 2+2+6 5+5+7(13 if hits) No
Tourou-Zan (Strong) QCF+MP x 3 35+40+95(170 if hits)(6 life points) 2+3+6 5+5+7(13 if hits) No
Tourou-Zan (Fierce) QCF+HP x 3 40+45+100(180 if hits)(7 life points) 3+3+6 5+5+7(13 if hits) No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Tourou-Zan (Jab) 8/6/7 5/5/4 22/25/29 -1/-4/-7 +1/-2/Down +3/0/Down HLx3 Hx3
Tourou-Zan (Strong) 8/7/7 5/5/5 26/29/32 -5/-8/-11 -3/-6/Down +1/-4/Down HLx3 Hx3
Tourou-Zan (Fierce) 8/8/7 5/5/6 30/33/35 -9/-12/-15 -7/-10/Down -4/-8/Down HLx3 Hx3

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Tourou-Zan (Jab) 3/0/0 11/1/1 17/1/1 12(4+4+4)
Tourou-Zan (Strong) 3/0/0 7/1/1 12/2/2 12(4+4+4)
Tourou-Zan (Fierce) 3/0/0 7/1/1 12/2/2 12(4+4+4)

Transcision Frames

Move Jab -> Strong Strong -> Fierce
Tourou-Zan (Jab) 20 19
Tourou-Zan (Strong) 19 19
Tourou-Zan (Fierce) 18 19


Comments here


(yangkbu).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Kaibou (Short) F, D ,DF+LK - - - No
Kaibou (Forward) F, D ,DF+MK - - - No
Kaibou (Roundhouse) F, D ,DF+HK - - - No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Kaibou (Short) 8 29 - - - - - -
Kaibou (Forward) 10 34 - - - - - -
Kaibou (Roundhouse) 10 43 - - - - - -

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Kaibou (Short) - - - -
Kaibou (Forward) - - - -
Kaibou (Roundhouse) - - - -

Comments here


(yangazte).gif
Move Motion Damage Blocked Damage Stun Damage Throw Range Super Cancel Juggle Value
Zenpou-Tenshin HCB+K - - - 31 No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Zenpou-Tenshin 7 2 26 - +15 +15 Impossible Impossible

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Zenpou-Tenshin 0 - 0 -

Comments here


(yangskt).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Senkyuutai (Short) QCF+LK 130(80+50(45))(22 life points) 16(10+6(6)) 12(7+5(5)) No
Senkyuutai (Forward) QCF+MK 140(80+60(55))(24 life points) 18(10+8(7)) 20(9+11(9)) No
Senkyuutai (Roundhouse) QCF+HK 150(80+70(65))(25 life points) 19(10+9(8)) 16(11+5(3)) No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Senkyuutai (Short) 8・12 4・4 34 -25 Down Down HL/HL HL/HL
Senkyuutai (Forward) 4~16・8~20 4・4 28 -19 Down Down HL/HL HL/HL
Senkyuutai (Roundhouse) 3~29・5~31・7~33 4・4 25 -16 Down Down HL/HL HL/HL

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Senkyuutai (Short) 3 14(13+1) 20(19+1) 8(4+4)
Senkyuutai (Forward) 3 14(13+1) 20(19+1) 8(4+4)
Senkyuutai (Roundhouse) 3 14(13+1) 20(19+1) 8(4+4)

Comments here

EX Moves

(yangmsex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Tourou Zan (EX) QCF+PP x5 40 40++50x4(220 if hits)(7 life points) 10+13x4 9+5x4 Yes

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Tourou Zan (EX) 7/7/5/5/4 2/2/2/2/4 26/28/30/33/25 -4/-6/-7/-11/-9 -2/-4-/-6/-9/Dowm 0/-2/-4/-7/Down HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Tourou Zan (EX) - - - 4

Comments here


(yangrkkex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Senkyuutai (EX) QCF+KK 40 200(90+20+90)(33 life points) 25(11+3+11) 19(11+5+3) No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Senkyuutai (EX) 3~29・5~31・7~33 2・2・4 25 -16 Down Down HLx3 HLx3

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Senkyuutai (EX) - - - 12(4x3)

Comments here

Super Arts

(yangsa1).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Damage/Gauge
I Raishin-Mahhaken 1 bar (120) QCF QCF+P 465*(74 life points) 43** 8 3,87
* 90+70+50+70+50+70+160 Damage is when all hits connect.
** 16+6+8+4+3+3+(3x6) Damage is when all hits connect.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 4 37/36 +1 Down Down HLx7~9 HLx7~9

Comments here


(yangsa2).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Damage/Gauge
II Tenshin-Senkyutai 2 bar (104 each bar) QCF QCF+K 315*(53 life points) 18** 0 3,03
* 100+20+30+30+100+50+60 Damage is when all hits connect.
** 5+3+0+0+3+3+3 Damage is when all hits connect.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
1 3~67 37/36 -69 Down Down HLx3~6 HLx3~6


(yangsa3).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Damage/Gauge
III Sei-ei Enbu 1 bar (64) QCF QCF+P - - - -

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
16 - - - - - - -

300 frames (5 seconds) lenght

Combos

General

  • crouching MK / close MP / close HP (1 hit) xx (EX) Mantis Slashes
  • stand LK xx EX Mantis Slashes
  • crouching or standing LP x2 / crouching LK x2 xx EX Mantis Slashes
  • close MK -> MK Senkyutai -> standing LP
  • close MP / close HP (1 hit) xx EX Senkyutai
  • EX Senkyutai -> close MP or stand LP
  • Rageki Shu -> close MP xx (EX) Mantis Slashes or Target Combo 2
  • close MP -> stand LK xx EX Mantis Slashes

Super Art 1

  • crouching MK xx Raishin Mahhaken
  • crouching LP x2 xx Raishin Mahhaken

Super Art 2

  • close MK -> Tenshin Senkyutai
  • Byakko Soushouda xx Tenshin Senkyutai
  • Target Combo 2 xx Tenshin Senkyutai
  • crouching LP x2 xx Tenshin Senkyutai

Super Art 3

[ ] means repeat until time runs out.

Combos Into

-j.HK/j.MKxdiveKick, close MK sjc. SAIII, MK senkyutai

-in corner j.HK/j.MKxdiveKick, close MK sjc. SAIII, HP Mantis Slash

Already Activated

  • point blank UOH, [LP slash1]
  • far UOH, LK, [HP Slash1, LP Slash2, LK]
  • in corner [HP Slash1, LP Slash2, kick chain]
  • [hp.slash,lp.slash,low.lk] ,c.MK,3 Slashes

Resets

  • knockdown, [crossup divekick, cr.MP, cr.HK]
  • knockdown, [crossup divekick, cr.MP, cr.MK, Slashes]

Strategies

Overview

Basics

Notable normals:

  • st.lk - yang's furthest range light attack, being 4f it makes for the ideal light normal for punishing
  • cr.lk - fast light, great after faking out divekicks or just in general when wanting to catch walk-backs
  • cl.mp - fast, converts meterlessly, great advantage on hit ans block. Use whenever you are close enough.
  • cr.mk - your main poke, whiff punisher and important neutral tool. longest range out of all normals that can convert meterlessly, and is quite a fast low for a medium button.
  • st.mk - ok anti air, has good range and it pretty fast. if its far enough, it can be hard for most characters to punish on a parry, making it a decent poke/anti air, but balanced by not being convertable making its reward low.
  • cl.mk - super jump cancelable, so you can juggle into j.hk and get a mixup as you land a bit earlier
  • st.hp - long range, very high damage/stun for a normal, making it a decent poke and anti air. It's quite slow, extends your hurbox quite a bit and doesn't convert, tho, so don't use it as much as cr.mk/st.mk
  • cr.hk - can be used as a situational poke, as it can be spaced to be safe. don't get to predictable, since if its parried you'll probably lose 30% and get knocked down
  • st.hk - bad button, but your best kara throw normal

Super Art Selection

SAI: 7f startup, fully invinsible, single long bar super. It has the same range of yang's st.hp, and deals 465 points of damage (more than 40%), and is +1 on block(!). Aside from the fact this super so slow, you can't combo it easily from light attacks, its a single bar, meaning you have to avoid using EX slashes if you want the super. Not a very good super, but might be a fun reversal super


SAII: minimum 1f startup, invinsible, 2 medium bar super. it deals 315 (around 25%), and has yang rolling the ground, only starting the attack once an opponent is in nearly point blank reach. the super itself is pretty decent - easily combos, can be used as a reversal, allows for an optional free size switch, automatic oki, etc. The real gold of this super is the tons of meter you get, so you are going to be preferring to use ex slashes a lot more, due to how good it is.


SAIII: install super, with a very short bar, about as long as genei jin's. the super's effects are more comparable to Rose's Soul Illusion than Custom Combos - all of yang's moves repeat twice by his backshadows. Unfortunally, this super isn't very good for the most part - ex slashes aside, the damage from this combos scale fast, doesn't give his normals super move properties, doesn't fill meter from landed hit while super is active, not much utility in neutral. This super would be awful, if not for its unblockable setups. if setup is done right, you can divekick the opponent with the shadows hitting meaty, then have a cr.lk hit simultaniously, creating a high-low unblockable. this is only effective against certain characters, with a hitbox tall enough so that they can't escape with only a single parry

Super Art choices tend to be match-up specific in terms of optimal play, varying between SA2 for its abundancy of meter and sa3 for its aggro-abilities. here you'll finda list of the recommended supers in each matchup. note that there are instances of SAIII only players doing with, but it considered less optimal to use it unless more than a few characters.

Alex- SAIII
Chun Li- SAII
Dudley- SAII
Elena- SAII
Gouki/Akuma- SAII
Hugo- SAIII
Ibuki- SAII
Ken- SAII
Makoto- SAIII
Necro- SAIII
Oro- SAII
Q- SAIII
Remy- SAII
Ryu- SAII
Sean- SAII
Twelve- SAII
Urien- SAIII
Yang- SAII
Yun- SAII

Note- Super Arts are honestly personal preference and can be switched interchangeably between the two. Just depends on the player:

SAII- Meter, Stun,for medium and small characters SAIII- unblockables, Damage,for large characters

Kara-Techniques

Zoning

Mixups

Additional Notes

See this video made by DJ-B13.All Yang's setups are there.

SF3 3rd Strike Tricks of the Trade: Yang

  • Why you should play Yang

In order to play Yang you have to play very patiently. Look for your openings and punish very well. Yang may seem like a simple character. But he is not simple by any means. He is extremely reactionary. You have to be able to punish whiffs as you see them or you wont be able to play Yang effectively. Yang has really simple combos but has a really hard style to get a grasp to. Knowing combos is only half the battle. But thats where I will start first.

~3s masta

  • How to play Yang effectively

If you choose to play yang you must learn several things.

1. Yangs mix up game 2. Reaction(this is very important) 3. Spacing 4. Playing it safe.

These are the keys to playing Yang and playing Yang well. Learning combos and learning strats are all apart of learning your character and your characters weaknesses and strengths. Frame data also helps alot with learning your character because you can learn what is safe and what isnt. Read up on how to read frame data in order to further study Yang or any other character that you wish to play and master.

~ 3s masta

Yang frame data: http://web.archive.org/web/20040415192834/www.karathrow.com/yang.html

This is the site to look at for Character frame data. Study the numbers very very much. It helps win matches in the long run

~ 3s masta

Matchups

Serious Advantage Match-ups

Advantage Match-ups

Fair Match-ups

Disadvantage Match-ups

Serious Disadvantage Match-ups

3S Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Akuma
Alex
Chun-Li
Dudley
Elena
Hugo
Ibuki
Ken
Makoto
Q
Necro
Oro
Remy
Ryu
Sean
Twelve
Urien
Yang
Yun
Gill